I point back to the part where I said "We sit in a community that is adjacent enough to Kaizo fans to understand that it appeals to some people, but if you walk out and hand a Kaizo level to any traditional gamer they're going to get frustrated and consider it a bad level."
We sit where a particular gathering of Kaizo-fans is but that doesn't change the big-picture obscurity of Kaizo and the fact that Kaizo is effectively a completely different game from Super Mario World and thus it will never be able to meaningfully be judged alongside traditional SMW levels.
There's a massive gap between these games and Kaizo however, and that goes back to what I said about Kaizo working a lot better in game that is built for it. I haven't played Dark Souls, but Celeste works specifically because Celeste does almost all of what I said is needed for this type of game to work. You die and respawn nigh instantly making it insignificant to have to keep throwing your face at it, you typically get the opportunity to view the room and figure out what you need to do before beginning, and the game keeps the route simple enough that you can cognitively follow along while challenging your reflexes.